entityjs 0.2.2 → 0.3.0
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- data/.gitignore +7 -6
- data/.rspec +2 -0
- data/README.md +170 -49
- data/Rakefile +9 -0
- data/bin/entityjs +24 -14
- data/entityjs.gemspec +15 -9
- data/lib/entityjs/assets.rb +167 -0
- data/lib/entityjs/command.rb +52 -27
- data/lib/entityjs/commands/build.rb +128 -0
- data/lib/entityjs/commands/comp.rb +74 -0
- data/lib/entityjs/commands/font.rb +73 -0
- data/lib/entityjs/commands/new.rb +59 -0
- data/lib/entityjs/commands/server.rb +54 -0
- data/lib/entityjs/commands/templates.rb +28 -0
- data/lib/entityjs/commands/test.rb +69 -0
- data/lib/entityjs/config.rb +130 -0
- data/lib/entityjs/dirc.rb +184 -0
- data/lib/entityjs/parsers/parse_tmx.rb +41 -0
- data/lib/entityjs/parsers/parse_xml.rb +39 -0
- data/lib/entityjs/version.rb +1 -1
- data/lib/entityjs.rb +53 -0
- data/license.txt +1 -1
- data/public/play.html +122 -0
- data/public/qunit/qunit.css +226 -0
- data/public/qunit/qunit.entity.js +190 -0
- data/public/qunit/qunit.input.js +200 -0
- data/public/qunit/qunit.js +1598 -0
- data/public/qunit/qunit.mock.js +97 -0
- data/public/tests.html +45 -0
- data/spec/javascripts/helpers/accept.png +0 -0
- data/spec/javascripts/helpers/alligator.mp3 +0 -0
- data/spec/javascripts/helpers/alligator.ogg +0 -0
- data/spec/javascripts/helpers/canvas.js +15 -0
- data/spec/javascripts/helpers/entityunit.js +50 -0
- data/spec/javascripts/helpers/factories.js +11 -0
- data/spec/javascripts/helpers/jquery-1.7.1.min.js +4 -0
- data/spec/javascripts/src/core/comp_spec.js +145 -0
- data/spec/javascripts/src/core/entity_spec.js +324 -0
- data/spec/javascripts/src/core/load_spec.js +71 -0
- data/spec/javascripts/src/core/query_spec.js +157 -0
- data/spec/javascripts/src/core/re_spec.js +61 -0
- data/spec/javascripts/src/core/system_spec.js +41 -0
- data/spec/javascripts/src/cycle/draw_spec.js +106 -0
- data/spec/javascripts/src/cycle/tick_spec.js +20 -0
- data/spec/javascripts/src/cycle/update_spec.js +86 -0
- data/spec/javascripts/src/display/align_spec.js +43 -0
- data/spec/javascripts/src/display/circle_spec.js +26 -0
- data/spec/javascripts/src/display/group_spec.js +7 -0
- data/spec/javascripts/src/display/image_spec.js +32 -0
- data/spec/javascripts/src/display/imgtext_spec.js +32 -0
- data/spec/javascripts/src/display/rect_spec.js +13 -0
- data/spec/javascripts/src/display/screen_spec.js +47 -0
- data/spec/javascripts/src/display/sprite_spec.js +28 -0
- data/spec/javascripts/src/display/text_spec.js +30 -0
- data/spec/javascripts/src/input/keyboard_spec.js +67 -0
- data/spec/javascripts/src/input/mouse_spec.js +133 -0
- data/spec/javascripts/src/input/pressed_spec.js +31 -0
- data/spec/javascripts/src/math/bisect_spec.js +59 -0
- data/spec/javascripts/src/math/body_spec.js +30 -0
- data/spec/javascripts/src/math/drag_spec.js +38 -0
- data/spec/javascripts/src/math/force_spec.js +134 -0
- data/spec/javascripts/src/math/hit_spec.js +28 -0
- data/spec/javascripts/src/math/hitmap_spec.js +52 -0
- data/spec/javascripts/src/math/limit_spec.js +35 -0
- data/spec/javascripts/src/math/point_spec.js +57 -0
- data/spec/javascripts/src/math/tile_spec.js +78 -0
- data/spec/javascripts/src/media/sound_spec.js +40 -0
- data/spec/javascripts/src/pattern/automap_spec.js +93 -0
- data/spec/javascripts/src/pattern/flicker_spec.js +66 -0
- data/spec/javascripts/src/pattern/timestep_spec.js +23 -0
- data/spec/javascripts/src/save/storage_spec.js +37 -0
- data/spec/javascripts/src/util/log_spec.js +9 -0
- data/spec/javascripts/src/util/polyfill_spec.js +13 -0
- data/spec/javascripts/src/util/random_spec.js +33 -0
- data/spec/javascripts/src/util/scene_spec.js +52 -0
- data/spec/javascripts/src/util/sheet_spec.js +25 -0
- data/spec/javascripts/src/util/support_spec.js +17 -0
- data/spec/javascripts/support/jasmine.yml +76 -0
- data/spec/javascripts/support/jasmine_config.rb +32 -0
- data/spec/javascripts/support/jasmine_runner.rb +32 -0
- data/spec/lib/entityjs/assets_spec.rb +216 -0
- data/spec/lib/entityjs/command_spec.rb +53 -0
- data/spec/lib/entityjs/commands/build_spec.rb +69 -0
- data/spec/lib/entityjs/commands/comp_spec.rb +45 -0
- data/spec/lib/entityjs/commands/font_spec.rb +7 -0
- data/spec/lib/entityjs/commands/new_spec.rb +20 -0
- data/spec/lib/entityjs/commands/templates_spec.rb +9 -0
- data/spec/lib/entityjs/commands/test_spec.rb +31 -0
- data/spec/lib/entityjs/config_spec.rb +19 -0
- data/spec/lib/entityjs/dirc_spec.rb +83 -0
- data/spec/lib/entityjs/version_spec.rb +9 -0
- data/spec/spec_helper.rb +21 -3
- data/spec/support/factories.rb +19 -0
- data/spec/support/mygame.rb +11 -0
- data/src/core/comp.js +318 -0
- data/src/core/entity.js +549 -0
- data/src/core/load.js +242 -0
- data/src/core/query.js +354 -0
- data/src/core/re.js +74 -0
- data/src/core/system.js +121 -0
- data/src/cycle/draw.js +178 -0
- data/src/cycle/tick.js +25 -0
- data/src/{entityjs/cycle → cycle}/tween.js +60 -60
- data/src/{entityjs/cycle → cycle}/update.js +86 -85
- data/src/{entityjs/cycle → cycle}/wait.js +22 -21
- data/src/{entityjs/cycle → cycle}/worker.js +8 -8
- data/src/display/align.js +45 -0
- data/src/display/circle.js +33 -0
- data/src/{entityjs/display → display}/group.js +62 -62
- data/src/display/image.js +35 -0
- data/src/display/imgtext.js +102 -0
- data/src/{entityjs/display → display}/rect.js +18 -18
- data/src/display/screen.js +57 -0
- data/src/display/sprite.js +54 -0
- data/src/display/text.js +44 -0
- data/src/{entityjs/input → input}/keyboard.js +152 -150
- data/src/input/mouse.js +111 -0
- data/src/input/pressed.js +41 -0
- data/src/{entityjs/input → input}/touch.js +24 -28
- data/src/math/bisect.js +84 -0
- data/src/math/body.js +70 -0
- data/src/{entityjs/math → math}/drag.js +44 -38
- data/src/math/force.js +143 -0
- data/src/math/hit.js +32 -0
- data/src/math/hitmap.js +167 -0
- data/src/math/limit.js +37 -0
- data/src/math/point.js +40 -0
- data/src/math/tile.js +109 -0
- data/src/media/channel.js +93 -0
- data/src/{entityjs/media → media}/playlist.js +4 -4
- data/src/media/sound.js +114 -0
- data/src/{entityjs/net → net}/socket.js +51 -51
- data/src/pattern/automap.js +133 -0
- data/src/{entityjs/pattern → pattern}/flicker.js +206 -213
- data/src/pattern/timestep.js +31 -0
- data/src/{entityjs/save → save}/database.js +6 -6
- data/src/{entityjs/save → save}/storage.js +47 -56
- data/src/{entityjs/util → util}/log.js +17 -25
- data/src/{entityjs/util → util}/polyfill.js +24 -24
- data/src/util/random.js +20 -0
- data/src/util/scene.js +102 -0
- data/src/util/sheet.js +35 -0
- data/src/{entityjs/util → util}/support.js +109 -132
- data/{examples/keys → templates/arrow_keys/assets/images}/arrow.png +0 -0
- data/templates/arrow_keys/config.yml +22 -0
- data/templates/arrow_keys/readme.txt +9 -0
- data/templates/arrow_keys/scripts/display/arrow.js +69 -0
- data/templates/arrow_keys/scripts/init.js +10 -0
- data/templates/arrow_keys/scripts/input/controls.js +35 -0
- data/templates/arrow_keys/scripts/scenes/home.js +20 -0
- data/templates/arrow_keys/scripts/scenes/load.js +57 -0
- data/templates/arrow_keys/tests/display/arrow_test.js +29 -0
- data/templates/arrow_keys/tests/init_test.js +4 -0
- data/templates/arrow_keys/tests/input/controls_test.js +32 -0
- data/templates/arrow_keys/tests/scenes/home_test.js +0 -0
- data/templates/arrow_keys/tests/scenes/load_test.js +16 -0
- data/templates/blank/config.yml +22 -0
- data/templates/blank/readme.txt +79 -0
- data/templates/platform/assets/images/bit.png +0 -0
- data/templates/platform/assets/images/hero.png +0 -0
- data/templates/platform/assets/images/items.png +0 -0
- data/templates/platform/assets/images/tiles.png +0 -0
- data/templates/platform/assets/levels/level1.tmx +44 -0
- data/templates/platform/assets/sounds/coin.mp3 +0 -0
- data/templates/platform/assets/sounds/coin.ogg +0 -0
- data/templates/platform/config.yml +22 -0
- data/templates/platform/readme.txt +87 -0
- data/templates/platform/scripts/display/bit.js +12 -0
- data/templates/platform/scripts/display/hero.js +77 -0
- data/templates/platform/scripts/display/tile.js +2 -0
- data/templates/platform/scripts/display/tsprite.js +17 -0
- data/templates/platform/scripts/init.js +7 -0
- data/templates/platform/scripts/items/coin.js +27 -0
- data/templates/platform/scripts/items/item.js +41 -0
- data/templates/platform/scripts/items/spring.js +25 -0
- data/templates/platform/scripts/scenes/home.js +10 -0
- data/templates/platform/scripts/scenes/load.js +27 -0
- data/templates/platform/scripts/scenes/play.js +31 -0
- data/templates/platform/scripts/util/counter.js +34 -0
- data/templates/platform/scripts/util/level.js +84 -0
- data/templates/platform/tests/display/bit_test.js +7 -0
- data/templates/platform/tests/display/hero_test.js +73 -0
- data/templates/platform/tests/display/tile_test.js +7 -0
- data/templates/platform/tests/display/tsprite_test.js +8 -0
- data/templates/platform/tests/factories.js +30 -0
- data/templates/platform/tests/items/coin_test.js +28 -0
- data/templates/platform/tests/items/item_test.js +36 -0
- data/templates/platform/tests/items/spring_test.js +21 -0
- data/templates/platform/tests/scenes/home_test.js +9 -0
- data/templates/platform/tests/scenes/load_test.js +11 -0
- data/templates/platform/tests/scenes/play_test.js +15 -0
- data/templates/platform/tests/util/counter_test.js +9 -0
- data/templates/platform/tests/util/level_test.js +29 -0
- metadata +249 -97
- data/build/build_debug.bat +0 -1
- data/build/build_min.bat +0 -1
- data/build/config.php +0 -64
- data/build/debug.php +0 -48
- data/build/files.php +0 -74
- data/build/jsmin.php +0 -376
- data/build/min.php +0 -50
- data/changelog.txt +0 -53
- data/examples/keys/keys.html +0 -59
- data/examples/keys/keys.js +0 -148
- data/examples/mouse/mouse.html +0 -58
- data/examples/mouse/mouse.js +0 -60
- data/examples/scenes/home.png +0 -0
- data/examples/scenes/scenes.html +0 -55
- data/examples/scenes/scenes.js +0 -134
- data/examples/scenes/win.png +0 -0
- data/examples/sounds/sound1.mp3 +0 -0
- data/examples/sounds/sound1.ogg +0 -0
- data/examples/sounds/sounds.html +0 -56
- data/examples/sounds/sounds.js +0 -44
- data/examples/style/background.png +0 -0
- data/examples/style/sheet.css +0 -762
- data/examples/tiles/tiles.html +0 -56
- data/examples/tiles/tiles.js +0 -85
- data/examples/tiles/tiles.png +0 -0
- data/lib/blank/config.js +0 -4
- data/lib/blank/config.yml +0 -21
- data/lib/blank/home.js +0 -11
- data/lib/blank/init.js +0 -7
- data/lib/blank/load.js +0 -21
- data/lib/blank/play.html +0 -29
- data/lib/entity.debug.js +0 -52
- data/lib/entity.min.js +0 -184
- data/lib/entityjs/comp.rb +0 -11
- data/lib/entityjs/game.rb +0 -93
- data/lib/entityjs/min.rb +0 -11
- data/lib/entityjs/refresh.rb +0 -14
- data/spec/lib/entityjs/game_spec.rb +0 -11
- data/src/entityjs/core/component.js +0 -306
- data/src/entityjs/core/entity.js +0 -516
- data/src/entityjs/core/load.js +0 -224
- data/src/entityjs/core/query.js +0 -410
- data/src/entityjs/core/re.js +0 -70
- data/src/entityjs/core/system.js +0 -125
- data/src/entityjs/cycle/draw.js +0 -185
- data/src/entityjs/cycle/ticker.js +0 -27
- data/src/entityjs/display/anchor.js +0 -53
- data/src/entityjs/display/bitfont.js +0 -93
- data/src/entityjs/display/bitmap.js +0 -37
- data/src/entityjs/display/circle.js +0 -30
- data/src/entityjs/display/font.js +0 -41
- data/src/entityjs/display/screen.js +0 -46
- data/src/entityjs/display/sprite.js +0 -37
- data/src/entityjs/input/mouse.js +0 -123
- data/src/entityjs/input/pressed.js +0 -81
- data/src/entityjs/math/bind.js +0 -76
- data/src/entityjs/math/bisect.js +0 -69
- data/src/entityjs/math/body.js +0 -39
- data/src/entityjs/math/hitmap.js +0 -165
- data/src/entityjs/math/hittest.js +0 -26
- data/src/entityjs/math/physics.js +0 -142
- data/src/entityjs/math/point.js +0 -57
- data/src/entityjs/math/tile.js +0 -91
- data/src/entityjs/media/channel.js +0 -93
- data/src/entityjs/media/sound.js +0 -110
- data/src/entityjs/pattern/arraymap.js +0 -89
- data/src/entityjs/pattern/timestep.js +0 -34
- data/src/entityjs/util/random.js +0 -38
- data/src/entityjs/util/scene.js +0 -101
- data/src/entityjs/util/sheet.js +0 -51
@@ -1,39 +1,45 @@
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/*
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The drag component adds functions to move points
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in relation to its starting postion.
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*/
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re.c('drag')
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posX:0,
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posY:0,
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dragX:0,
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dragY:0,
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dragging:false
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})
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.
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if(!this.dragging){
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this.dragging = true;
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this.dragX = x;
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this.dragY = y;
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this.
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this.
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/*
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The drag component adds functions to move points
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in relation to its starting postion.
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*/
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re.c('drag')
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.defaults({
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posX:0,
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posY:0,
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dragX:0,
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dragY:0,
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dragging:false
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})
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.defines({
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dragStart:function(x, y){
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if(!this.dragging){
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this.dragging = true;
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this.dragX = x;
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this.dragY = y;
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this.trigger('drag:start');
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}
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return this;
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},
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dragEnd:function(){
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this.dragging = false;
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return this.trigger('drag:end');
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},
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dragUpdate:function(x, y){
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if(this.dragging){
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this.posX += x - this.dragX;
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this.posY += y - this.dragY;
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this.dragX = x;
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this.dragY = y;
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this.trigger('drag:update');
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}
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return this;
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}
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});
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data/src/math/force.js
ADDED
@@ -0,0 +1,143 @@
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/*
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The Force component adds velocity, acceleration and other physical properties to an entity.
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This does not implement collision detection! This allows an entity to move fluidly
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through 2d, with gravity, and friction.
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You can add hit collision check by defining a hitmap. Like so:
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var mountainHits = re.e('hitmap');
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re.e('force')
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.attr(hitmap:mountainHits);
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//or define a hitmap for all physics objects
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re.hitmap = re.e('hitmap');
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var e = re.e('force');
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e.hitmap == re.hitmap //true
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Warning - this component is not delta time safe. It assumes a fixed timestep.
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*/
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re.force = re.c('force')
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.requires('update')
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.statics({
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graX:0,
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graY:0
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})
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.defaults({
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posX:0,
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posY:0,
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velX:0,
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velY:0,
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friX:0.4,
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friY:0.4,
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accX:0,
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accY:0,
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resX:0.4,
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resY:0.4,
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mass:1
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})
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.namespaces({
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update:function(){
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this.velX = this.force(this.velX, this.accX, this.friX, this.graX, this.mass);
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this.velY = this.force(this.velY, this.accY, this.friY, this.graY, this.mass);
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//check collisions and get result
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if(this.hitmap){
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this.aftermath(this.hitmap.checkHit(this));
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} else {
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this.aftermath(this.posX + this.velX, this.posY + this.velY);
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}
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}
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})
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.defines({
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aftermath:function(posx, posy, hitx, hity, tarx, tary){
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if(re.is(posx, 'object')){
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hitx = posx.hitX;
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hity = posx.hitY;
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tarx = posx.tarX;
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tary = posx.tarY;
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posy = posx.posY;
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posx = posx.posX;
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}
|
83
|
+
|
84
|
+
this.posX = posx;
|
85
|
+
this.posY = posy;
|
86
|
+
|
87
|
+
if(hitx){
|
88
|
+
this.velX = this.forceRes(this.velX, this.resX);
|
89
|
+
}
|
90
|
+
|
91
|
+
if(hity){
|
92
|
+
this.velY = this.forceRes(this.velY, this.resY);
|
93
|
+
}
|
94
|
+
|
95
|
+
return this.trigger('aftermath', hitx, hity, tarx, tary);
|
96
|
+
},
|
97
|
+
|
98
|
+
forceRes:function(vel, res){
|
99
|
+
return vel * -res;
|
100
|
+
},
|
101
|
+
|
102
|
+
forceGra:function(gra, mas){
|
103
|
+
return gra * mas;
|
104
|
+
},
|
105
|
+
|
106
|
+
forceVel:function(vel, acc, fri){
|
107
|
+
return (vel + acc) * fri;
|
108
|
+
|
109
|
+
},
|
110
|
+
|
111
|
+
force:function(vel, acc, fri, gra, mas){
|
112
|
+
|
113
|
+
var v = this.forceVel(vel, acc, fri) + this.forceGra(gra, mas);
|
114
|
+
|
115
|
+
if(Math.abs(v) < 0.01){
|
116
|
+
v = 0;
|
117
|
+
}
|
118
|
+
|
119
|
+
return v;
|
120
|
+
},
|
121
|
+
|
122
|
+
isIdle:function(offset){
|
123
|
+
offset = offset || 0;
|
124
|
+
return Math.abs(this.velY + this.velX + this.accX + this.accY) <= offset;
|
125
|
+
}
|
126
|
+
|
127
|
+
})
|
128
|
+
.init(function(c){
|
129
|
+
|
130
|
+
//setup defaults
|
131
|
+
this.def({
|
132
|
+
hitmap:re.hitmap,
|
133
|
+
graX:c.graX,
|
134
|
+
graY:c.graY
|
135
|
+
});
|
136
|
+
|
137
|
+
this.on('update', this.force_update);
|
138
|
+
})
|
139
|
+
.dispose(function(){
|
140
|
+
|
141
|
+
this.off('update', this.force_update);
|
142
|
+
|
143
|
+
});
|
data/src/math/hit.js
ADDED
@@ -0,0 +1,32 @@
|
|
1
|
+
re.c('hit')
|
2
|
+
.defaults({
|
3
|
+
|
4
|
+
posX:0,
|
5
|
+
posY:0,
|
6
|
+
|
7
|
+
sizeX:1,
|
8
|
+
sizeY:1,
|
9
|
+
|
10
|
+
/*
|
11
|
+
checks if the two targets intersect with each other.
|
12
|
+
|
13
|
+
k.hit(x, y, width, height);
|
14
|
+
|
15
|
+
*/
|
16
|
+
hit:function(x, y, w, h){
|
17
|
+
if(re.is(x, 'object')){
|
18
|
+
y = x.posY || x.y;
|
19
|
+
w = x.sizeX || x.w;
|
20
|
+
h = x.sizeY || x.h;
|
21
|
+
x = x.posX || x.x;
|
22
|
+
}
|
23
|
+
return !
|
24
|
+
(
|
25
|
+
x > this.posX + this.sizeX ||
|
26
|
+
x + w < this.posX ||
|
27
|
+
y > this.posY + this.sizeY ||
|
28
|
+
y + h < this.posY
|
29
|
+
);
|
30
|
+
}
|
31
|
+
|
32
|
+
});
|
data/src/math/hitmap.js
ADDED
@@ -0,0 +1,167 @@
|
|
1
|
+
/*
|
2
|
+
|
3
|
+
The hitmap component is used for collision detection in a tile-based game.
|
4
|
+
This can be sent to a physics entity and it will recieve checks if it hits
|
5
|
+
a tile.
|
6
|
+
|
7
|
+
Creating this bind system will allow other developers to easily implement
|
8
|
+
their own hit collision system.
|
9
|
+
*/
|
10
|
+
re.c('hitmap')
|
11
|
+
.requires('automap')
|
12
|
+
.defines({
|
13
|
+
|
14
|
+
hitValue:1,
|
15
|
+
|
16
|
+
checkAxisX:function(value, x, y, vx, vy){
|
17
|
+
|
18
|
+
return value == this.hitValue;
|
19
|
+
|
20
|
+
},
|
21
|
+
|
22
|
+
checkAxisY:function(value, x, y, vx, vy){
|
23
|
+
return value == this.hitValue;
|
24
|
+
},
|
25
|
+
|
26
|
+
checkHit:function(posX, posY, velX, velY, bodX, bodY, padX, padY){
|
27
|
+
if(re.is(posX,'object')){
|
28
|
+
velX = posX.velX;
|
29
|
+
velY = posX.velY;
|
30
|
+
|
31
|
+
bodX = posX.bodyX || posX.sizeX;
|
32
|
+
bodY = posX.bodyY || posX.sizeY;
|
33
|
+
|
34
|
+
padX = posX.padX || 0;
|
35
|
+
padY = posX.padY || 0;
|
36
|
+
|
37
|
+
posY = posX.posY;
|
38
|
+
posX = posX.posX;
|
39
|
+
}
|
40
|
+
|
41
|
+
/*
|
42
|
+
Can also include tarX, tarY.
|
43
|
+
They contain the target positions of the hit.
|
44
|
+
Useful information to calculate which axis was hit
|
45
|
+
*/
|
46
|
+
var res = {
|
47
|
+
posX:posX,
|
48
|
+
posY:posY
|
49
|
+
};
|
50
|
+
|
51
|
+
var step = (Math.max(Math.abs(velX), Math.abs(velY)) / ((re.tile.sizeX + re.tile.sizeY) * 0.5) + 0.5) | 0;
|
52
|
+
|
53
|
+
if(step > 1) {
|
54
|
+
var sx = velX / step;
|
55
|
+
var sy = velY / step;
|
56
|
+
|
57
|
+
for(var i=0; i<step && (sx || sy); i++) {
|
58
|
+
|
59
|
+
this.hitmap_step(res, posX, posY, sx, sy, bodX, bodY, padY, padY);
|
60
|
+
|
61
|
+
if(res.hitX) {
|
62
|
+
sx = 0;
|
63
|
+
}
|
64
|
+
|
65
|
+
if(res.hitY) {
|
66
|
+
sy = 0;
|
67
|
+
}
|
68
|
+
}
|
69
|
+
|
70
|
+
} else {
|
71
|
+
|
72
|
+
this.hitmap_step(res, posX, posY, velX, velY, bodX, bodY, padX, padY);
|
73
|
+
|
74
|
+
}
|
75
|
+
|
76
|
+
return res;
|
77
|
+
}
|
78
|
+
|
79
|
+
})
|
80
|
+
.namespaces({
|
81
|
+
|
82
|
+
/*
|
83
|
+
TODO:
|
84
|
+
refactor
|
85
|
+
possibly utilize entity methods for more robust calculations.
|
86
|
+
*/
|
87
|
+
step:function(res, x, y, vx, vy, width, height, padx, pady){
|
88
|
+
|
89
|
+
res.posX += vx;
|
90
|
+
res.posY += vy;
|
91
|
+
|
92
|
+
var t, ty, tx;
|
93
|
+
|
94
|
+
if(vx) {
|
95
|
+
|
96
|
+
t = re.tile.sizeX;
|
97
|
+
|
98
|
+
var offsetx = (vx > 0 ? width - padx : padx);
|
99
|
+
|
100
|
+
var firsty = Math.floor((y + pady)/ t);
|
101
|
+
var lasty = Math.ceil((y + height - pady) / t);
|
102
|
+
|
103
|
+
tx = Math.floor((x + vx + offsetx) / t);
|
104
|
+
|
105
|
+
var offx = (vx < 0 ? t : 0);
|
106
|
+
//is inside
|
107
|
+
if(tx >= 0 && tx < this.lenX && lasty >= 0 && firsty < this.lenY) {
|
108
|
+
|
109
|
+
for(ty = firsty; ty<lasty; ty++){
|
110
|
+
|
111
|
+
if(this.map[ty]){
|
112
|
+
|
113
|
+
this.trigger('hit', this.map[ty][tx], tx, ty);
|
114
|
+
|
115
|
+
if(this.checkAxisX(this.map[ty][tx], x, y, vx, vy)) {
|
116
|
+
res.hitX = true;
|
117
|
+
res.posX = tx * t + offx - offsetx;
|
118
|
+
res.tarX = tx * t;
|
119
|
+
res.tarY = ty * t;
|
120
|
+
break;
|
121
|
+
}
|
122
|
+
}
|
123
|
+
|
124
|
+
}
|
125
|
+
|
126
|
+
}
|
127
|
+
|
128
|
+
}
|
129
|
+
|
130
|
+
if(vy) {
|
131
|
+
t = re.tile.sizeY;
|
132
|
+
|
133
|
+
var offsety = (vy > 0 ? height -pady : pady);
|
134
|
+
|
135
|
+
var firstx = Math.floor((res.posX + padx) / t);
|
136
|
+
var lastx = Math.ceil((res.posX + width - padx) / t);
|
137
|
+
ty = Math.floor((y + vy + offsety) / t);
|
138
|
+
|
139
|
+
var offy = (vy < 0 ? t : 0);
|
140
|
+
// Still inside this collision map?
|
141
|
+
if(ty >= 0 && ty < this.lenY && lastx >= 0 && firstx< this.lenX) {
|
142
|
+
|
143
|
+
for(tx = firstx; tx<lastx; tx++) {
|
144
|
+
|
145
|
+
if(this.map[ty]){
|
146
|
+
|
147
|
+
this.trigger('hit', this.map[ty][tx], tx, ty);
|
148
|
+
|
149
|
+
if(this.checkAxisY(this.map[ty][tx], x, y, vx, vy)) {
|
150
|
+
res.hitY = true;
|
151
|
+
res.posY = ty * t + offy - offsety;
|
152
|
+
res.tarX = tx * t;
|
153
|
+
res.tarY = ty * t;
|
154
|
+
break;
|
155
|
+
}
|
156
|
+
}
|
157
|
+
|
158
|
+
}
|
159
|
+
}
|
160
|
+
|
161
|
+
|
162
|
+
|
163
|
+
}
|
164
|
+
|
165
|
+
}
|
166
|
+
|
167
|
+
});
|
data/src/math/limit.js
ADDED
@@ -0,0 +1,37 @@
|
|
1
|
+
/*
|
2
|
+
The limit component constraints a value inside a range.
|
3
|
+
|
4
|
+
This can be useful for maps, characters, enemies, boxes etc..
|
5
|
+
|
6
|
+
re.e('limit bitmap char.png')
|
7
|
+
.limit('posX', 0, 10) //limits to 0-10
|
8
|
+
.limit('health', 0) //minimum 0
|
9
|
+
|
10
|
+
//maybe in the future..
|
11
|
+
//.limit('name', 'ben', 'roger', 'bob') //limits name to one of these
|
12
|
+
//.limit('name', ['yep', 'beb'])
|
13
|
+
//.limit('type, [0, 10, 13])
|
14
|
+
*/
|
15
|
+
|
16
|
+
re.c('limit')
|
17
|
+
.defines('limit',
|
18
|
+
function(prop){
|
19
|
+
|
20
|
+
var c = arguments;
|
21
|
+
//if(re.is(min, 'array')) c = min;
|
22
|
+
|
23
|
+
//if(re.is(c[1], 'number')){
|
24
|
+
if(this[prop] < c[1]){
|
25
|
+
this[prop] = c[1];
|
26
|
+
} else if(re.is(c[2]) && this[prop] > c[2]){
|
27
|
+
this[prop] = c[2];
|
28
|
+
}
|
29
|
+
/*} else {
|
30
|
+
|
31
|
+
for(var i=1; i<c.length; i++){
|
32
|
+
if(this[prop] == c[i]) return this;
|
33
|
+
}
|
34
|
+
this[prop] = c[1];
|
35
|
+
}*/
|
36
|
+
return this;
|
37
|
+
});
|
data/src/math/point.js
ADDED
@@ -0,0 +1,40 @@
|
|
1
|
+
/*
|
2
|
+
The point component definess an entity that has a 2d position in space.
|
3
|
+
This can be used for 2d calculations or most commonly 2d sprite positioning.
|
4
|
+
|
5
|
+
*/
|
6
|
+
|
7
|
+
re.c('point')
|
8
|
+
.defaults({
|
9
|
+
|
10
|
+
posX:0,
|
11
|
+
posY:0
|
12
|
+
|
13
|
+
})
|
14
|
+
.defines({
|
15
|
+
|
16
|
+
pos:function(x, y){
|
17
|
+
if(re.is(x,'object')){
|
18
|
+
y = x.posY || x.y;
|
19
|
+
x = x.posX || x.x;
|
20
|
+
}
|
21
|
+
|
22
|
+
this.posX = x;
|
23
|
+
this.posY = y;
|
24
|
+
|
25
|
+
return this;
|
26
|
+
},
|
27
|
+
|
28
|
+
distanceTo:function(x, y){
|
29
|
+
if(re.is(x,'object')){
|
30
|
+
y = x.posY || x.y;
|
31
|
+
x = x.posX || x.x;
|
32
|
+
}
|
33
|
+
var kx, ky;
|
34
|
+
kx = x - this.posX;
|
35
|
+
ky = y - this.posY;
|
36
|
+
|
37
|
+
return Math.sqrt(kx*kx + ky*ky) + 0.5 | 0;
|
38
|
+
}
|
39
|
+
|
40
|
+
});
|
data/src/math/tile.js
ADDED
@@ -0,0 +1,109 @@
|
|
1
|
+
/*
|
2
|
+
The tile component adds tile positioning functions and helper functions for tile based games.
|
3
|
+
|
4
|
+
@usage
|
5
|
+
|
6
|
+
//set tile size
|
7
|
+
re.tile.sizeX = 40;
|
8
|
+
re.tile.sizeY = 40;
|
9
|
+
|
10
|
+
//convert mouse coordinates to a tile position..
|
11
|
+
var mouse = {x:10, y:234};
|
12
|
+
|
13
|
+
re.tile.toX(mouse.x) // 0
|
14
|
+
re.tile.toY(mouse.y)
|
15
|
+
|
16
|
+
//create tile
|
17
|
+
var tile = re.e('tile sprite tiles.png')
|
18
|
+
.tile(2, 4);
|
19
|
+
|
20
|
+
tile.posX // 2 * re.tile.sizeX == 80
|
21
|
+
tile.posY // 4 * re.tile.sizeY == 160
|
22
|
+
|
23
|
+
//create a bunch of tiles from a map
|
24
|
+
|
25
|
+
var map =
|
26
|
+
[
|
27
|
+
[1,2,4,5,0,3,4,5,6,7],
|
28
|
+
[1,2,4,5,0,3,4,5,6,7],
|
29
|
+
[1,2,4,5,0,3,4,5,6,7],
|
30
|
+
[1,2,4,5,0,3,4,5,6,7]
|
31
|
+
];
|
32
|
+
|
33
|
+
re.e('tile sprite tiles.png', map.length * map[0].length)
|
34
|
+
.tilemap(map.length[0].length,function(x, y){
|
35
|
+
this.tile(x, y);
|
36
|
+
this.frame(map[y][x]);
|
37
|
+
});
|
38
|
+
|
39
|
+
|
40
|
+
*/
|
41
|
+
re.tile = re.c('tile')
|
42
|
+
.statics({
|
43
|
+
sizeX:40,
|
44
|
+
sizeY:40,
|
45
|
+
|
46
|
+
toX:function(x, size){
|
47
|
+
size = size || this.sizeX;
|
48
|
+
return this.toTileX(x, size) * size;
|
49
|
+
},
|
50
|
+
|
51
|
+
toY:function(y, size){
|
52
|
+
size = size || this.sizeY;
|
53
|
+
return this.toTileY(y, size) * size;
|
54
|
+
},
|
55
|
+
|
56
|
+
//converts the given coordinate to a tile position
|
57
|
+
toTileX:function(x, size){
|
58
|
+
size = size || this.sizeX;
|
59
|
+
return (x - size * 0.5) / size + 0.5 | 0
|
60
|
+
},
|
61
|
+
|
62
|
+
toTileY:function(y, size){
|
63
|
+
size = size || this.sizeY;
|
64
|
+
return (y - size * 0.5) / size + 0.5 | 0
|
65
|
+
}
|
66
|
+
|
67
|
+
})
|
68
|
+
.defaults({
|
69
|
+
|
70
|
+
posX:0,
|
71
|
+
posY:0
|
72
|
+
|
73
|
+
})
|
74
|
+
.init(function(){
|
75
|
+
this.def({
|
76
|
+
sizeX:re.tile.sizeX,
|
77
|
+
sizeY:re.tile.sizeY
|
78
|
+
});
|
79
|
+
|
80
|
+
})
|
81
|
+
.defines({
|
82
|
+
|
83
|
+
tile:function(x, y){
|
84
|
+
if(re.is(x,'object')){
|
85
|
+
y = x.posY || x.y;
|
86
|
+
x = x.posX || x.x;
|
87
|
+
}
|
88
|
+
this.tileX(x);
|
89
|
+
this.tileY(y);
|
90
|
+
return this;
|
91
|
+
},
|
92
|
+
|
93
|
+
tileX:function(v){
|
94
|
+
if(re.is(v)){
|
95
|
+
this.posX = v * this.sizeX;
|
96
|
+
return this;
|
97
|
+
}
|
98
|
+
return re.tile.toTileX(this.posX, this.sizeX);
|
99
|
+
},
|
100
|
+
|
101
|
+
tileY:function(v){
|
102
|
+
if(re.is(v)){
|
103
|
+
this.posY = v * this.sizeY;
|
104
|
+
return this;
|
105
|
+
}
|
106
|
+
return re.tile.toTileY(this.posY, this.sizeY);
|
107
|
+
}
|
108
|
+
|
109
|
+
});
|
@@ -0,0 +1,93 @@
|
|
1
|
+
/*
|
2
|
+
The channel component allows you to play a sound component more than
|
3
|
+
once at the sametime. This is useful for shooting or fast games.
|
4
|
+
|
5
|
+
//create a new channel
|
6
|
+
re.e('channel attack.sfx')
|
7
|
+
.play()
|
8
|
+
.play()
|
9
|
+
.play();
|
10
|
+
|
11
|
+
//extension sfx is created for every
|
12
|
+
//sound loaded regards of type
|
13
|
+
|
14
|
+
//TODO
|
15
|
+
|
16
|
+
//add more channels
|
17
|
+
|
18
|
+
//cloning glitch fix
|
19
|
+
document.body.appendChild(s);
|
20
|
+
|
21
|
+
s.addEventListener('canplaythrough', function(e){
|
22
|
+
|
23
|
+
//multiple channels will allow the sound to be played more at the sametime.
|
24
|
+
//this will load the sound multiple times sadly FIX
|
25
|
+
for(var i=0; i<re.load.maxChannels-1; i++){
|
26
|
+
channels.push(s.cloneNode(true));
|
27
|
+
}
|
28
|
+
|
29
|
+
if(that._p){
|
30
|
+
that._p.call(that, that.current, that.total, a);
|
31
|
+
}
|
32
|
+
|
33
|
+
if(that.current >= that.total){
|
34
|
+
|
35
|
+
if(that._s){
|
36
|
+
that._s.call(that, that.assets);
|
37
|
+
}
|
38
|
+
|
39
|
+
}
|
40
|
+
|
41
|
+
}, false);
|
42
|
+
*//*
|
43
|
+
re.channel = re.c('channel')
|
44
|
+
.requires('sound')
|
45
|
+
.defaults({
|
46
|
+
volume:1,
|
47
|
+
max:3
|
48
|
+
})
|
49
|
+
.defines({
|
50
|
+
|
51
|
+
play:function(loop){
|
52
|
+
if(!this.channels || !re.sound.enabled) return this;
|
53
|
+
|
54
|
+
var c;
|
55
|
+
for(var i=0; i<this.channels.length; i++){
|
56
|
+
|
57
|
+
c = this.channels[i];
|
58
|
+
if(c.ended || !c.currentTime){
|
59
|
+
//play new channel
|
60
|
+
c.play();
|
61
|
+
break;
|
62
|
+
} else if(i == this.channels[i].length-1){
|
63
|
+
c.currentTime = 0;
|
64
|
+
c.play();
|
65
|
+
}
|
66
|
+
|
67
|
+
}
|
68
|
+
|
69
|
+
if(loop){
|
70
|
+
|
71
|
+
var l = 0;
|
72
|
+
|
73
|
+
c.addEventListener('ended', function(){
|
74
|
+
|
75
|
+
if(loop == -1 || l >= loop){
|
76
|
+
this.currentTime = 0;
|
77
|
+
l++;
|
78
|
+
}
|
79
|
+
|
80
|
+
}, false);
|
81
|
+
|
82
|
+
}
|
83
|
+
|
84
|
+
return this;
|
85
|
+
},
|
86
|
+
|
87
|
+
stop:function(){
|
88
|
+
|
89
|
+
//stop all channels
|
90
|
+
|
91
|
+
}
|
92
|
+
|
93
|
+
});*/
|
@@ -1,5 +1,5 @@
|
|
1
|
-
/*
|
2
|
-
The playlist component allows you to play background music during a game.
|
3
|
-
It has methods for adding tracks and playing through them.
|
4
|
-
*/
|
1
|
+
/*
|
2
|
+
The playlist component allows you to play background music during a game.
|
3
|
+
It has methods for adding tracks and playing through them.
|
4
|
+
*/
|
5
5
|
re.c('playlist');
|